mutter/cogl/cogl-context.h
Damien Lespiau 56dd71dba0 cogl: Introduce private feature flags and check for ARB_fp
The Cogl context has now a feature_flags_private enum that will allow us
to query and use OpenGL features without exposing them in the public
API.

The ARB_fragment_program extension is the first user of those flags.
Looking for this extension only happens in the gl driver as the gles
drivers will not expose them.

One can use _cogl_features_available_private() to check for the
availability of such private features.

While at it, reindent cogl-internal.h as described in CODING_STYLE.
2010-06-09 15:19:30 +01:00

150 lines
4.4 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifndef __COGL_CONTEXT_H
#define __COGL_CONTEXT_H
#include "cogl-internal.h"
#include "cogl-context-driver.h"
#include "cogl-primitives.h"
#include "cogl-clip-stack.h"
#include "cogl-matrix-stack.h"
#include "cogl-material-private.h"
#include "cogl-atlas.h"
#include "cogl-buffer-private.h"
#include "cogl-bitmask.h"
typedef struct
{
GLfloat v[3];
GLfloat t[2];
GLubyte c[4];
} CoglTextureGLVertex;
typedef struct
{
/* Features cache */
CoglFeatureFlags feature_flags;
CoglFeatureFlagsPrivate feature_flags_private;
gboolean features_cached;
CoglHandle default_material;
/* Enable cache */
unsigned long enable_flags;
guint8 color_alpha;
gboolean enable_backface_culling;
CoglFrontWinding flushed_front_winding;
gboolean indirect;
/* A few handy matrix constants */
CoglMatrix identity_matrix;
CoglMatrix y_flip_matrix;
/* Client-side matrix stack or NULL if none */
CoglMatrixMode flushed_matrix_mode;
GList *texture_units;
/* Materials */
CoglHandle simple_material;
CoglHandle source_material;
/* Textures */
CoglHandle default_gl_texture_2d_tex;
CoglHandle default_gl_texture_rect_tex;
/* Batching geometry... */
/* We journal the texture rectangles we want to submit to OpenGL so
* we have an oppertunity to optimise the final order so that we
* can batch things together. */
GArray *journal;
GArray *logged_vertices;
GArray *polygon_vertices;
/* Some simple caching, to minimize state changes... */
CoglHandle current_material;
unsigned long current_material_flags;
CoglMaterialFlushOptions current_material_flush_options;
GArray *current_layers;
/* Bitmask of texture coordinates arrays that are enabled */
CoglBitmask texcoord_arrays_enabled;
/* These are temporary bitmasks that are used when disabling
texcoord arrays. They are here just to avoid allocating new ones
each time */
CoglBitmask texcoord_arrays_to_disable;
CoglBitmask temp_bitmask;
/* PBOs */
/* This can be used to check if a pbo is bound */
CoglBuffer *current_pbo;
/* Framebuffers */
GSList *framebuffer_stack;
CoglHandle window_buffer;
gboolean dirty_bound_framebuffer;
gboolean dirty_gl_viewport;
/* Primitives */
CoglHandle current_path;
CoglHandle stencil_material;
/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
out of a vertex array of quads */
CoglHandle quad_indices_byte;
unsigned int quad_indices_short_len;
CoglHandle quad_indices_short;
gboolean in_begin_gl_block;
CoglHandle texture_download_material;
CoglAtlas *atlas;
CoglHandle atlas_texture;
/* This debugging variable is used to pick a colour for visually
displaying the quad batches. It needs to be global so that it can
be reset by cogl_clear. It needs to be reset to increase the
chances of getting the same colour during an animation */
guint8 journal_rectangles_color;
/* Cached value for GL_MAX_TEXTURE_UNITS to avoid calling
glGetInteger too often */
GLint max_texture_units;
CoglContextDriver drv;
} CoglContext;
CoglContext *
_cogl_context_get_default ();
/* Obtains the context and returns retval if NULL */
#define _COGL_GET_CONTEXT(ctxvar, retval) \
CoglContext *ctxvar = _cogl_context_get_default (); \
if (ctxvar == NULL) return retval;
#define NO_RETVAL
#endif /* __COGL_CONTEXT_H */